Story & Art by / m
Kazuki Takahashi nr/lmm LJ
Artist/author Kazuki Takahashi first tried to break into
the manga business in 1982, but success eluded him
until Yu-Gi-Oh! debuted in the Japanese Weekly
Shonen Jump magazine in 1996. Yu-Gi-Oh!'s themes
of friendship and fighting, together with Takahashi's
weird and wonderful art, soon became enormously
successful, spawning a real-world card game, video
games, and two anime series. A lifelong gamer,
Takahashi enjoys Shogi (Japanese chess), Mahjong,
card games, and tabletop RPGs, among other games.
YU-GI-OH! VOL. 7
SHONEN JUMP Manga Edition
This graphic novel contains material that was originally published in English
in SHONEN JUMP #20 to #23.
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STORY AND ART BY
KAZUKITAKAHASHI
Translation & English Adaptation/Anita Sengupta
Touch-up Art & Lettering/Kelle Han
Design/Sean Lee
Editor/Jason Thompson
YU-GI-OH! © 1996 by KAZUKI TAKAHASHI. All rights reserved.
First published in Japan in 1996 by SHUEISHA Inc.,Tokyo.
English translation rights arranged by SHUEISHA Inc.
The rights of the author(s) of the work(s) in this publication to be so
identified have been asserted in accordance with the Copyright,
Designs and Patents Act 1988. A CIP catalogue record
for this book is available from the British Library.
The stories, characters, and incidents mentioned in this publication
are entirely fictional.
No portion of this book may be reproduced or transmitted in any form o
by any means without written permission from the copyright holders.
Published by VIZ Media, LLC
P.O.Box 77010
San Francisco, CA 94107
First printing, November 2004
Third printing, August 2012
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Vol.7
• •
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• •
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' , ' ,
MONSTER WORLD
•! •! •
’ • ’ •
STORY AND ART BY
KAZUKITAKAHASHI
YUGI MUTOU
The main character.
When he solved the
ancient Egyptian
Millennium Puzzle, he
developed an alter
ego, the King of
Games, which emerges
in times of stress.
1
•Xi
• • •
Yugi's classmate, a tough guy who gets in
lots of fights. He used to think Yugi was a
wimp, but now they are good friends. In the
English anime he's known as "Joey Wheeler."
Yugi's classmate and childhood friend. She fell
in love with the charismatic voice of Yugi's alter
ego, but doesn't know that they're the same
person. Her first name means"Peach."ln the
English anime she's known as "Tea Gardner."
SIB 7
RYO BAKURA
Like Yugi, Bakura has two per¬
sonalities: a shy, insecure high
school student who loves
RPGs, and a sadistic game mas¬
ter with supernatural powers.
HIROTO HONDA
SUGOROKU MUTOU
Yugi's classmate, a friend of Jonouchi. In the
English anime he's known as "Tristan Taylor."
Yugi's grandfather, the owner of the Kame
("Turtle") game store. His first name,"Sugoroku"
is a Japanese game similar to backgammon.
••••••
CONTENTS
••••V
Duel 52 Millennium Enemy 3:
The Fumble of Doom!
Duel 53 Millennium Enemy 4:
Role-Playing Miniatures
Duel 54 Millennium Enemy 5:
Stop the Run of Criticals!
Duel 55 Millennium Enemy 6:
The Traps of Zorc Castle
Duel 56 Millennium Enemy 7:
I’ll Fight Too!
Duel 57 Millennium Enemy 8:
Fight! Fight!
Duel 58 Millennium Enemy 9:
The White Wizard Bakura
Duel 59 Millennium Enemy 10:
The Last Die Roll
v.v
• • • •
MONSTER WORLP ROLE-PLAYING BOARP GAME
THE STORy IS SET IN A LAW CMONSTER WORLP) WHERE
THE PEACE HAS BEEN SHATCREP By THE PARK LORP
ZORC. ON ONE SIPE IS A CROUP Op APVENTURERS; ON
THE OTHER SIPE, THE PARK MASTER ("P.M." FOR
SHORT). THE PARK MASTER CONTROLS ZORC ANP THE
OTHER MONSTERS; THE APVENTURERS WORK TOGETHER
AS A TEAM TO WIN THE CAME...
ZORC CWlt
THE PLAyERS
ARE POUR
HEROES WHO
HAVE SET OUT
TO PEPEAT THE
PARK LORP
10
CJONOUCHO N
RACE: HUMAN
CLASS: WARRIOR
WEAPON-.
SHORT SWORP
ARMOR-.
LEATHER SHIELP
LEATHER ARMOR
SPECIAL ATTACK-.
ENEROETIC SLASH
HIROTO CHONDA.)
RACE: HUMAN
CLASS: MAOI C OUNMAN
THE GUNMAN
HIMSELF HAS NO
MAOI C, BUT BV
FIRING BULLETS
IMBUED WITH MAOIC ^
FROM HIS OUN
HE CAN DEAL ( ( a
MAOICAL DAMAOE\ }
TO THE ENEMy.
SPECIAL ATTACK: i
6 THUNDER ORENADE \
BULLETS
BEFORE YOU
PIE, THERE'S
.ONE THINO YOU
SHOULP KNOW/
THERE IS NO
SWORP IN
THIS WORLP
TH4T CAN
VBFBAT MB'!
28
if you 1
7 ^
FAIL,
YOU MUST ROLL
ZORC
THE V\CE. IF yOU
HAKES
n/ y
ROLL LESS THAN
THE
70%, THEN yOU
FIRST
CONQUER yOUR
HOVE!)
FFAR ANP CAN
IK
GO FIRST...
FOR THAT,
m HAVE
TO CHECK
THE HAG\C
OUNMAN'S
COHUA&E
SCORE!
38
CASTLE ^
NO [1
MATTER %
>, WHAT IT -
/ TAXES'
k YOU'RE RIGHT! BAXURA
MADE ZORC APPEAR WHEN
THE ADVENTURERS'
GUARD WAS DOWN. THEN
HE WAS ABLE TO SEAL
YOUR SOULS INTO LEAD
FIGURES! EVERYTHING'S
GONE ACCORDING ,
TO HIS PLAN!
54
ENERGETIC
SLASH!
THE
WARRIOR
CUTS HIS
hOPPONENT
INHALE!
61
MYFRIBNQS'
: SOULS HAVE I
BBBN SBALBP
INTO
M/N/ATURBS.
! THBY'RB
TRAPPBP IN
THISGAMB
WORLP.
ill
/' VE SEALED THE
SOUL OF ONE OF MY
HOSTS FORMER
GAMING FRIENDS
INTO EVERY ONE OF
THESE LEAP FIGURES!
NOT
AGAIN!
GAME
'MASTER! THE
BEAST TAMER
WILL TRY HIS
r HANP POWER
ON ZORC, THE
LORD OP
DARKNESS
PLAYER
CHARACTER,
I OBEY THE
WILL O? THE
OTHER CAME
MASTER, RYO
. &AKURA.
134
'.xS
144
149
Duel 59: Millennium Enemy 10:
The Last Die Roll
ill
k A 1
| Duel 59: Millennium Enemy 10:
The Last Die Roll
154
m
ROLL OF
LB OR
mm
THE *
PICE ARE
CRACKING
THE NEXT TIME
WE MEET IN THIS
WORLD, I TOO
WILL BE A LEVEL 1
WHITE WIZARD
WITHOUT ANY
EXPERIENCE...
you'PB
LATE! PO
you
WANNA
GET
A PEW PAYS
LATER, SAKURA'S
PRIENPS, WHO
were comatose
IN THE HOSPITAL,
RETAINER
CONSCIOUSNESS.
#TURN TO THS W5XT PA(9£ FOR THF RULES'
DUNGEON BATTLE GAME
NUMBER OF PLAYERS'- 2-4
WHAT YOU NEED: • FOUR SIX-SIDED PICE (TWO PAIRS OF TWO
AFFERENT COLORS)
• A GAME PIECE TO REPRESENT EACH PLAYER
• A PROTOCOP/ OF PACES 176-177 TO USE AS
A BOARD CAN ENLARGED PHOTOCOP/ IS BEST)
• PAPER PENCIL AND CALCULATOR
-.-.-.—.-.-.—.- HOW TO PLAY
• AT THE START OF THE CAME, EACH PLAYER ROLLS A SINCLE DIE. SHE THEN PLACES
HER PIECE ON THE "START POINT" FOR THAT NUMBER. CIF THE "START POINT" IS
ALREADY OCCUPIED, SHE MUST ROLL AOAIN.)
• AFTER THE PIECES ARE PLACED, CHARACTERS MOVE IN ORDER OF THEIR "START
POINT" NUMBER COOINO FROM 1 TO 6).
• EACH PLAYER STARTS WITH 300 LIFE POINTS C300P).
• ON YOUR TURN, YOU THROW A SINCLE DIE AND MOVE YOU R PIECE THAT MANY
SPACES COR LESS, IF YOU WAN'D.
• WHEN YOU LAND ON A SPACE WITH A TREASURE CHEST, ROLL TWO DICE CONE OF
EACH COLOR - CALL THEM "A" AND "3" FOR SHORD. THEN LOOK ON THE TABLE ON
PACE 179 TO SEE WHAT WAS INSIDE.
• ON YOUR VERY FIRST TURN, ROLL THE "A" AND "3" DICE TO OPEN THE TREASURE
CHEST AT YOUR "START POINT"/
• A TREASURE CHEST CAN ONLY BE OPENED ONCE. AFTER IT HAS BEEN OPENED,
MARK IT AS "EMPTY" ON THE BOARD.
.-.WINNING THfc GAM- .
* THE POINT OF THE CAME IS TO CET ITEMS FROM TREASURE CHESTS AND USE THEM
TO DEFEAT THE OTHER PLAYERS/ THE WINNER IS THE PLAYER WHO REDUCES ALL HIS
OPPONENTS' LIFE POINTS TO ZERO.
• THERE ARE TWO WAYS TO ATTACK OPPONENTS: WBAPONS OR MAGIC ATTACKS.
• WBAPONS'- IF YOU FIND A WEAPON, LIKE "MASTER SWORD," YOU CAN ATTACK
OTHER PLAYERS BY STOPPINC ON THE SAME SPACE AS THEM. CSEE THE RULES ON
THE NEXT PACE.) YOU CAN ONLY ATTACK ANOTHER PLAYER ONCE PER TURN.
• MAGIC ATTACKS'. SOME TREASURE CHEST ITEMS, LIKE "DEATH BALL", CAN HURT
OTHER PLAYERS FROM A DISTANCE. TO USE A MAGIC ATTACK ON YOUR TURN, THERE
MUST BE A STRAICHT LINE BETWEEN YOU AND YOUR OPPONENTS) WITH NO WALLS IN
THE WAY. IF THERE'S MORE THAN ONE OPPONENT IN A STRAICHT LINE WITH NO WALLS
IN THE WAY, THE SAME MAGIC ATTACK PAMA&ES ALL OFTHBM! UNLIKE WEAPONS AND
SHIELDS, YOU CAN ONLY USE MAGIC ATTACKS ONCE, SO KEEP TRACK OF HOW MANY
YOU HAVE/ YOU CAN ONLY USE A MAGIC ATTACK ONCE PER TURN.
-WEAPONS & SHIfcLPS-
• PLAYERS CAN ONLY USE ONE WEAPON AND ONE SHIELD AT A TIME. HOWEVER
YOU CAN CARRY ONES YOU'RE NOT USINC. KEEP TRACK OF EVERY WEAPON AND
SHIELD YOU FIND, BECAUSE SOME TREASURE CHESTS MAY MAKE YOU LOSE YOUR
BEST EQUIPMENT/
• IF YOU DON'T HAVE A WEAPON, YOU CAN STILL ATTACK OTHER PLAYERS WITH
YOUR BARE HANDS, BUT YOUR ATTACK STRENOTH IS ONLY C10A).
BATTiz everm
• "V STANDS FOR THE PLAYERS' LIFE POINTS, "A" STANDS FOR THE WEAPONS'
ATTACK STRENGTH, AND "D" STANDS FOR THE SHIELDS' DEFENSE POINTS.
• WHEN SOMEONE LANDS ON THE SAME SPACE AS SOMEONE ELSE AND WANTS TO
FICHT, BOTH PLAYERS ROLL ONE DIE. ONLY THE PLAYER WHO ROLLS HIOHER
OETS TO ATTACK/ CIF THE ROLLS ARE A TIE, THEY BOTH OET TO ATTACK, BUT THE
DEFENDER COES FIRST.} IF THE DEFENDER ROLLS A (0] THEY CAN CHOOSE TO RUN
AWAY INSTEAD OF ATTACKING CROLL A DIE AND MOVE THAT MANY SPACES AWAY,
EVEN IF IT'S NOT THEIR TURN).
• THE ATTACKER ROLLS ONE DIE. MULTIPLY THE NUMBER BY THE WEAPON
STRENOTH (JO. THE DEFENDER LOSES THAT MANY LIFE POINTS/
• EXAMPLE: E3X WEAPON 30A = SOP DAMAGE
- HOWEVER, IF THE DEFENDER IS WEARINC A SHIELD, THE DAMAGE IS REDUCED BY
THE SHIELD'S DEFENSE POINTS CD).
• EXAMPLE: OPPONENT'S ATTACK 200P - SHIELD SOD = 120P DAMAGE
• SHIELDS DON'T PROTECT ACAINST AAACIC ATTACKS.
TRfcASURfc CHART
%
0
□
0
m
IB
MB
0
BLACK MAGIC
"MFGIRA"
MAGIC
ATTACK: 200A
WHITF MAGIC
"LUONA"
APP 100P TO
YOUR LIFE
POINTS
GRFAT
SWORP
WEAPON: SOA
PFATHBALL
MAGIC
ATTACK: lOOA
STAFF
WEAPON: 20A
CURSFP !
TRFASURB
YOU PERAAA-
NENTLy LOSE
yOUR BEST
WEAPON ANP
SHIELP
□
BIG SH/FLP
SHIELP: SOP
MONSTBR SCROLL
^STRIPPeRT
A OENIE STEALS
THE BEST WEAPON
& SHIELP PROM
ONE OPPONENT
ANP OIN/ES THEM
WHITF MAGIC
"LUONA"
APP 200P TO
yOUR LIFE
POINTS
MASTFR
SH/FLP
SHIELP: 100P
FAIRY'S GIFT
APP 100P TO
yOUR LIFE
POINTS
LONG SWORP
WEAPON: AOA
0
FAIRY'S GIFT
ADP 200P TO
youR LIFE
POINTS
PFATHBALL
MAGIC
ATTACK: lOOA
BLACK MAGIC
-ZAP"
ALL THE OTHER
PLATERS TAKE
100P PAMAOE
CSHIELPS PONT
HELP)
FAIRY'S GIFT
APP 100P TO
yOUR LIFE
POINTS
IRON SH/FLP
SHIELP: SOP
WHITF MAGIC
"LUONA"
APP 100P TO
YOUR LIFE
POINTS
PFATHBALL
MAGIC
ATTACK: lOOA
BATTLF AXF
WEAPON: AOA
HFRO'S
SH/FLP
SHIELP: SOP
MONSTBR SCROLL
"GOGYAL"
THE PEMONESS
GOGYAl CAUSES
100P PAMAOE TO
ANY ONE OPPONENT
CSHIELPS PONT
HELP)
SPFAR
WEAPON: SOA
GRFAT SHIELP
SHIELP: 100P
SABFR
WEAPON: 30A
MASTFR
SWORP
WEAPON: SOA
CURSFP
TRFASURB
YOU PERMA-
NENTLy LOSE
yOUR BEST
WEAPON ANP
SHIELP
WHITF MAGIC
"LUONA"
APP 200P TO
TOUR LIFE
POINTS
PFATHBALL
MAGIC
ATTACK: lOOA
BLACK MAGIC
"G/PORA"
MAGIC
ATTACK: lOOA
TRASH CAN
UP
SHIELP: SOP
FAIRY'S
GIFT
APP 200P
TO yOUR
LIFE POINTS
HAMMFR
WEAPON: 20A
PFATHBALL
MAGIC
ATTACK: lOOA
BLACK MAGIC
"GANPA"
MAGIC
ATTACK: 200A